The GalCiv3 Comprehensive Idea and Request List: Revised.

By your imaginary friend DARCA. ;-)

THIS IS EDIT#41: This post will include idea by writing them in a brief format.

There have been numerous good ideas for this game that have been read. Sadly because we are human, some may have been forgotten or discarded. I am sure Stardock has a great creative process to remember them, but this list is a courtesy as there are currently 14 pages with about fifty posts on each one.

Alpha game ideas are welcome, not bug reports or what's absent (duh). Features already in game or planned to be will be removed from the list as they are added to the alpha/beta.

Here is a easy to read list of all the sane ideas I have found.

UNITS, COMBAT, AND RELATED FACTORS:

1. A enhanced ship leveling system.

2. Ship promotions: a system that gives more than HP as a reward.

3. A way to easily upgrade multiple ships at once.

4. Star base docking and joint tile defense with fleets.

5. Total planetary bombardment. (or the ability to modd it.)

6. Some kind of late game super weapon.

7. Heros/admirals/commanders/crews.

8. Logistics influencing ship range.

9. Logistics impacts planetary defense and invasion.

10. Capturing ships/star bases.

MODULES AND THE EPIC SHIP DESIGNER:

1. Science vessels. A module that adds a set amount of research.

2. Starbase population modules.

3. Different laser beam colors.

4. Over clocking components. To increase the size of a component for increased effects. The same for under clocking applies.

5. Planet influence tile limits; so a super planet can't go over a sector or a entire small map.

6. civs cannot colonize planets in your influence.

R.E.P AND POPULATION:

1. Asteroids that give research or economics if chosen.

2. Two populations; one civilian and one military.

TECHNOLOGY:

1. Researching multiple techs at once. (you may have to research this ability. Lol )

2. Research points can be dispersed and spent if you have multiple techs at the same time.

3. Unending technology research. tech branches become more potent the second time being researched.

4. Enable race research bonuses in specific tech areas. Example: Drengin get double the research points when researching Warfare tech.

5. Let Research Treaties allow techs either civs couldn't do alone.

6. Object based requirements for techs. (ships, starbases, and treaties)

VICTORY:

1. Allow Vassal states in conquest victories. (So everyone doesn't have to die.)

2. Capital victory. (conquer all enemy home worlds.)

3. Espionage victory. (Advanced intelligence on all civs, and spies on X% worlds for X turns.)

4. Economic victory. (be the richest and or most influential civ.)

5. Domination victory. (like the influence victory but with population)

6. Super technology victory. research all techs to win, (possibly twice or more) and build the winning super project.

7. No victory conditions selected. (for when you just want to play forever.)

AI, UI, PROGRAMMING, AND MODDING:

1. AI can declare war on first encounter with you in real games.

2. Applying to ALL game aspects, may there ALWAYS be a defense or a way to lessen negative effects via strategy.

3. In game editors. (like in civ)

4. Smarter automated scouting and way points.

5. Computer generated opponents.

6. A disable tag on events for easy modding or in game selection of controversial events.

8. Support for scripting languages that could allow players to add new game play mechanics.

9. Fully adjustable AI; Have one slider decide how much help you or the AI gets with production, research, and economy. And the old AI intelligence/algorithm slider to make a game with a more customizable difficultly.

10. Animated leader reactions/movement when given proposed deals.

EVENTS:

1. Civil wars. A group of planets rebelling at the same time for independence.

2. Auto trigger events button that isn't a cheat code. like the disaster button in SimCity.

3. Race specific random events. Like drengin declaring war if your Torian or machines Rebelling if your the Iconian.

4. An event were special abilities can stop working when they are needed. i.e Altarians not getting help in wars.

5. Random event missions for ships and your empire. (explore X sector or improve relations with X empire or be first to complete X tech for a reward.

6. Planetary events don't always have to be ideological.

ESPIONAGE:

1. Make spies easier to train; a flat rate to create.

2. Spy costs scale with the amount active; when a spy is lost the cost scales with the amount active, so the price isn't exponential if you loose spies. (if 1. is ignored.)

3. Spy interrogation; find out what civ sent the spy.

4. If you place a spy in a research lab, instead of nullifying the lab you can steal research points from the lab each turn. Or steal a tech easier.

5. Missions against planets that can increase the probability of revolt and loss of assets.

6. Spies are not detected the first turn of infiltration, unless your espionage score is high enough.

If you have a idea write it in a similar format and in as short as possible in a post and I'll add it. Keep it simple though, don't give me a headache with long paragraphs and riddled words.

Thanks you and remember, its easier for a dev to look at this every now and then vs every forum made. So double post a abbreviated version of your posted idea here.

PLEASE HELP ME!!! Half of the posts here aren't ideas and sometimes people ramble for entire forums! I went through all there was the best I could trying to Sovereign-ly pick real ideas, and I didn't get half of it.

But... I did find this interesting bit of info from a really old Gaunathor quote.

"there'll be Long Range, High Efficiency, and Low Mass versions of weapons, and High Density, High Yield, and High Efficiency versions of defenses available."

I had no idea that is going to be in the game! I'm going to start a new post just to talk about it. Lol.(and give it a eye grabbing title )

PLEASE HELP ME!!! Half of the posts here aren't ideas and sometimes people ramble for entire forums! I went through all there was the best I could trying to Sovereign-ly pick real ideas, and I didn't get half of it.

Well, I salute your efforts. My best advice would be to update the list in real time as people make interesting suggestions, to make the task more bearable. Once the Alpha and the beta will be released the amount of posting on the forum will likely skyrocket.

To make matters more ''interesting'' it seems to be a thing here on Stardock forums to write ''Walls of text''. Ive been and am still active on several forums and only on Stardock do I see so many pages-long posts. Interesting phenomenon but it can make it tedious to read the forum when you log in and there are a few completely new ''essays'' to read. Back at the time of the FA beta I was trying to keep up to date with the forum posts but I constantly found myself overwhelmed.

I made a thread about that a while ago and I would like to shamelessly plug the suggestion here if I may.

i think i had one going as well what would also be nice on this topic is the ability to adjust the UI to your own needs eve had a fairly decent UI that could be stretched across multiple monitors then offset so you could throw up a map/communications/ drone controls or whatever on the second monitor without taking away from the main play area

8. Power stations. (A late game super project that increases the efficiency and output of production and research related buildings.)

Just an FYI. This was meant to be a Dyson Ring Power Station. Or alternatively a Solar Power Generation Starbase... basically a ring (or cloud of satellites) around a star that generates huge amounts of electricity. The way it reads makes it sound like its land based instead of a huge space station around a star...

In all honesty its not really a "Dyson Ring" as its inner surface wouldn't be habitable, just for power generation!